babylon.postProcessManager.js 5.2 KB

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  1. var BABYLON;
  2. (function (BABYLON) {
  3. var PostProcessManager = (function () {
  4. function PostProcessManager(scene) {
  5. this._vertexDeclaration = [2];
  6. this._vertexStrideSize = 2 * 4;
  7. this._scene = scene;
  8. }
  9. PostProcessManager.prototype._prepareBuffers = function () {
  10. if (this._vertexBuffer) {
  11. return;
  12. }
  13. // VBO
  14. var vertices = [];
  15. vertices.push(1, 1);
  16. vertices.push(-1, 1);
  17. vertices.push(-1, -1);
  18. vertices.push(1, -1);
  19. this._vertexBuffer = this._scene.getEngine().createVertexBuffer(vertices);
  20. // Indices
  21. var indices = [];
  22. indices.push(0);
  23. indices.push(1);
  24. indices.push(2);
  25. indices.push(0);
  26. indices.push(2);
  27. indices.push(3);
  28. this._indexBuffer = this._scene.getEngine().createIndexBuffer(indices);
  29. };
  30. // Methods
  31. PostProcessManager.prototype._prepareFrame = function (sourceTexture) {
  32. var postProcesses = this._scene.activeCamera._postProcesses;
  33. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  34. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  35. return false;
  36. }
  37. postProcesses[this._scene.activeCamera._postProcessesTakenIndices[0]].activate(this._scene.activeCamera, sourceTexture);
  38. return true;
  39. };
  40. PostProcessManager.prototype.directRender = function (postProcesses, targetTexture) {
  41. var engine = this._scene.getEngine();
  42. for (var index = 0; index < postProcesses.length; index++) {
  43. if (index < postProcesses.length - 1) {
  44. postProcesses[index + 1].activate(this._scene.activeCamera, targetTexture);
  45. }
  46. else {
  47. if (targetTexture) {
  48. engine.bindFramebuffer(targetTexture);
  49. }
  50. else {
  51. engine.restoreDefaultFramebuffer();
  52. }
  53. }
  54. var pp = postProcesses[index];
  55. var effect = pp.apply();
  56. if (effect) {
  57. if (pp.onBeforeRender) {
  58. pp.onBeforeRender(effect);
  59. }
  60. // VBOs
  61. this._prepareBuffers();
  62. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  63. // Draw order
  64. engine.draw(true, 0, 6);
  65. }
  66. }
  67. // Restore depth buffer
  68. engine.setDepthBuffer(true);
  69. engine.setDepthWrite(true);
  70. };
  71. PostProcessManager.prototype._finalizeFrame = function (doNotPresent, targetTexture, postProcesses) {
  72. postProcesses = postProcesses || this._scene.activeCamera._postProcesses;
  73. var postProcessesTakenIndices = this._scene.activeCamera._postProcessesTakenIndices;
  74. if (postProcessesTakenIndices.length === 0 || !this._scene.postProcessesEnabled) {
  75. return;
  76. }
  77. var engine = this._scene.getEngine();
  78. for (var index = 0; index < postProcessesTakenIndices.length; index++) {
  79. if (index < postProcessesTakenIndices.length - 1) {
  80. postProcesses[postProcessesTakenIndices[index + 1]].activate(this._scene.activeCamera);
  81. }
  82. else {
  83. if (targetTexture) {
  84. engine.bindFramebuffer(targetTexture);
  85. }
  86. else {
  87. engine.restoreDefaultFramebuffer();
  88. }
  89. }
  90. if (doNotPresent) {
  91. break;
  92. }
  93. var pp = postProcesses[postProcessesTakenIndices[index]];
  94. var effect = pp.apply();
  95. if (effect) {
  96. if (pp.onBeforeRender) {
  97. pp.onBeforeRender(effect);
  98. }
  99. // VBOs
  100. this._prepareBuffers();
  101. engine.bindBuffers(this._vertexBuffer, this._indexBuffer, this._vertexDeclaration, this._vertexStrideSize, effect);
  102. // Draw order
  103. engine.draw(true, 0, 6);
  104. }
  105. }
  106. // Restore depth buffer
  107. engine.setDepthBuffer(true);
  108. engine.setDepthWrite(true);
  109. };
  110. PostProcessManager.prototype.dispose = function () {
  111. if (this._vertexBuffer) {
  112. this._scene.getEngine()._releaseBuffer(this._vertexBuffer);
  113. this._vertexBuffer = null;
  114. }
  115. if (this._indexBuffer) {
  116. this._scene.getEngine()._releaseBuffer(this._indexBuffer);
  117. this._indexBuffer = null;
  118. }
  119. };
  120. return PostProcessManager;
  121. })();
  122. BABYLON.PostProcessManager = PostProcessManager;
  123. })(BABYLON || (BABYLON = {}));
  124. //# sourceMappingURL=babylon.postProcessManager.js.map